Trade 5 War Mind levels for 5 Psionic Weapons Master levels. This gives Wisdom to the number of AoOs you can do in a round. You can also trade the second fighter level for a 6th Psionic Weapons master level so that you still have 8th level Warmind manifesting.

This equals 81 on average per primary hand attack, 41 on average per offhand attack

475.43 DPR.

2. Use Stormguard Warrior to get a +5 unnamed bonus to damage for each melee touch attack that hits in one round for the next round (Combat Rhythm). These touch attacks don't deal damage. Because of Thunderous Throw with Bloodstorm Blade 2, you can Palm Throw all of your attacks to get 18 Combat Rhythms against your opponent. Combat Rhythms don't deal damage, so DPR is averaged over the 2 rounds.

This is 171 average damage per primary hand attack, 131 per offhand attack

554.065 DPR (1108.13 damage in the second round).

Option 3 may seem worse, but it is really a matter of the enemy's touch AC. Against a high touch AC, Stormguard Warrior will allow you to deal high damage per round, but you only attack every 2 rounds. Against a low touch AC, combining power attack and Stormguard Warrior should yield better results. Against low touch AC, low HP opponents, a straight up power attack should be sufficient to just finish them off in the first round.

Doing More Damage

Here are the things this build wants to do to really kill enemies.

Whenever a halfling skiprock hits an opponent, it ricochets against an adjacent target with the same attack roll modifiers -2.

Two For One Blow with the master thrower can allow him to take a -4 to attacks to hit an adjacent target in addition to the original target.

Thunderous Throw (Bloodstorm Blade) + Sweeping Strike (Warmind) allows an attack to target a square adjacent to the target's square, as long as you haven't moved more than 10ft. and you threaten those squares.

So, how do you trigger Sweeping Strike?

First, you obviously need to threaten the target. So, you will need to be in melee range of the target. You also need to have a second target in melee range. Here are some tips to do that:

Get an ally to be in a square you threaten that is adjacent to the target.

Use a bag of tricks to get a critter to be beside the target.

Possibly (this is shady rules territory), you can target yourself as the "adjacent target".

Here is what will happen (assuming all the attacks hit). The two skiprocks hit the original target (Palm Throw). They trigger Two For One Blow and Sweeping Strike, hitting the adjacent target once each (possibly twice, it is a tricky ruling issue). The skiprocks ricochet and hit the adjacent target twice. This means each attack hits the initial target twice and the adjacent target four times (or six times depending on the ruling). I assume the lesser ruling of 4 hits per attack.

To abuse this, we are going to use Stormguard Warrior (Combat Rhythm). You target the ally, critter, or yourself as the primary target. This means that the enemy gets targeted with 4 attacks for each 1 you make. You have 9 attacks, so this translates to a +180 unnamed bonus to damage on your next round's attacks against the target.

If you can target the ally, critter, or yourself next round to actually take damage (WARNING: This will deal big damage to your friendly target), you can deal the following damage:

(and if you want to be really cheesy, pick up leadership and get a marshal/tattooed monk with a crazy cha to motivate cha with his bellflower tattoo active. Given a +13 cha modifier, which becomes +19 or +20, that would be a hefty bonus).

When you intimidate to demoralize, it affects every creature that can see or hear you within 30ft. (Scarlet Corsair) and lasts a number of rounds equal to your Charisma bonus. Imperious Command allows the dudes you intimidate to be cowering the first round.

When you attack someone, you can feint as a free action once every 1d4 rounds or as a move action (or both if needed). You can trade 2d6 sneak attack damage to render a creature you hit as shaken (or worse if they are already shaken).

Fearsome Fury makes every creature within 30ft. be forced to save against a DC set by your intimidate check (DC 45 minimum) or become shaken when you rage for the rage duration. You can do this as an immediate action! Against already shaken foes, this can allow you to counter their actions.

You can remove the whole dodge tree by getting a whirling weapon (usable 3 times per day). If your DM is nice, you should be able to buy whirling several times to get it to 15 times per day. Alternatively, you could buy a bunch of +5 whirling spiked chains (3 cost a bit more than the one usable 15 times per day).

Here is the feats I would pick using the grimoire extra feats at 2nd, 4th, and 5th levels and a nice DM: